The Challenge
The traditions of the Order prohibit an inner circle from including more than nine druids, three archdruids, and one great druid. If a character gains enough experience to achieve official druid level but finds no vacancy in the inner circle, the only way to advance involves ceremonial combat: the druidic challenge.
The challenge remains one of the oldest druidic traditions. It purges the weak and complacent, ensuring that the highest ranks of the druidic order remain filled with strong and cunning individuals. The masters of the druidic order are not politicians, but men and women of action. They believe that the challenge, by bringing ambition into the open, allows them to bypass some of the worst excesses of hypocrisy and behind-the-scenes power plays found in other religions.
A circle's great druid expects at any time to face a challenge from one of the archdruids, while the archdruids keep an eye on rising druids. Those of druid rank, in turn, look out for ambitious 11th-level initiates. This system puts a constant strain on the Order's upper ranks: It's hard to stay on good terms with folk who want your job and eventually will challenge you to a battle to gain it. As a result, most friendships and alliances form among druids of equal level or among characters several levels apart.
All inner circle druids do their best to appear strong, to avoid looking like easy targets. Many actively adventure to enhance their reputations and gain power through acquiring magical items and experience. Others simply try to remain popular among the other members of the Order. If an inner circle member takes an unpopular or controversial stance, fellow druids may decide to encourage the ambitious to aim for that particular target; the replacement would likely prove more cordial.
The challenge operates under prearranged rules: Characters who violate the letter of the rules will fail to advance in level, just as if they had suffered defeat. Always a one-on-one battle, the challenge does not allow even servants or animal companions of the combatants to participate.
First, the two parties must agree upon the time of the duel--if they can't agree, it will take place at the next moot. Druids consider it impolite to set a challenge outside of a moot, although it's still done.
Second, the challenge needs a witness--a druid whose level equals or exceeds the challenger's. Hierophant druids (described later in this chapter) work well as witnesses, as do druids or archdruids visiting from different circles or from the Grand Druid's entourage.
This individual must witness the terms of the challenge and make sure the combatants obey the rules. The great druid of the circle always names the witness, even if the challenge involves that very leader.
Third, the terms by which the battle will be fought are set out by mutual agreement.
Once agreed upon and witnessed, the terms may not change. If neither side can agree on the terms, the witness selects them and proclaims the duel an all-out battle until one druid surrenders or becomes incapacitated.
Terms to discuss include:
• The size of the battlefield. Until the duel ends, leaving the bounds of the area means conceding defeat. Usually the space is no more than a dozen yards across to ensure the battle does not take too long.
• Whether to allow weapons, magical items, granted powers, and spells. (Note: Nondruidic spells cannot be used.) Most contests involve full use of weapons and spells, although many commonly disallow magical items. Some memorable duels have permitted only granted powers--no spells or weapons. The combatants used only the claws and fangs of their different animal forms. A few challenges have forbidden all weapons and magic--they became simple wrestling matches.
• Whether to alter the normal battle-oriented conditions of the duel. Although rare, methods less stringent than actual combat have been honored, especially between two friendly rivals. Such unorthodox formats include a race, a scavenger hunt, a competition to defeat a particular monster, a drinking contest (the first druid to fail three Constitution rolls loses), or even a game of hide and seek.
The challenge begins with the witness's invocation, asking Nature (or a druidic deity) to watch over the duel. This means that challengers who defeat foes through cheating will find themselves unable to gain a level after all, and incumbents who cheat automatically lose the level. Once the witness concludes the invocation, the druids enter the battlefield from opposite ends, and the contest begins.
Appointment of Acolytes. Great druids, archdruids, and druids have the traditional right to select initiates as their servants. The number and level of these retainers depend on the level and position of the inner circle member. (See the PH, p. 37, for details.) The chosen initiates are called acolytes.
Acolytes, chosen from the high-ranking druid's own circle, are restricted to serving only certain inner circle members (again, based on their experience level). The appointing druid must determine which eligible initiates will serve him.
An inner circle druid usually approaches a favored initiate quietly and offers an acolyte position. The initiate then decides whether to accept the post. While serving as an acolyte holds honor, it also entails a loss of freedom. Therefore, the decision depends on factors such as the reputation of the inner circle member.
An acolyte swears an oath of service: to be loyal and obedient, to listen and learn, to keep no secrets from one's master, but to guard the master's secrets. An acolyte who breaks this oath faces the wrath of the high-ranking druid. In addition, unless the acolyte can prove the master's commands violated the spirit of the druidic ethos, the servant is usually becomes subjected to the ban.
The advantage of serving as an acolyte is that the character wins the patronage, and perhaps the friendship, of a powerful druid. The position enhances the initiate's prestige in the eyes of the entire circle. Furthermore, acolytes injured or wronged by an enemy can expect assistance from their master.
The disadvantage? The character-- always at the beck and call of a master—— loses personal freedom. An acolyte fulfills all the normal duties of a loyal retainer but, most importantly, acts as an emissary and representative of the inner circle druid. As high-level druids cannot be everywhere at once, acolytes often go on long journeys to do their master's bidding. Whether the mission involves finding a reclusive swamp-dwelling initiate to notify of the next moot's date and location or delivering a stinging ultimatum to a dwarven king to shut down his mines or face the circle's wrath, acolytes can expect to visit a lot of interesting--though sometimes unpleasant--places. An acolyte's term of service lasts until the master's experience level changes or until the acolyte advances a level. In the latter case, the acolyte leaves service, and the inner circle member must select a replacement.